I settled on the following list:
Boba Fett - Veteran Instincts, Slave I, Extra Munitions, Homing Missiles, Proton Bombs, Weapons Engineer, Engine Upgrade
Colonel Vessery - Lone Wolf, Stealth Device
During this game however I was going to keep track of evade tokens I would be granted had I been using the unreleased TIE/x7 title for the TIE Defender.
My brother put together an on the fly list compromising of something like:
Bossk - Veteran Instincts, Mercenary Co-pilot, K4 Security Droid, Dead Man's Switch, Hound's Tooth, Engine Upgrade
Talonbane Cobra - Crack Shot, Cluster Missiles, Glitterstim, Engine Upgrade
I've no doubt I'm missing something however I don't think it changed the outcome of the game or the report.
Deployment - Asteroids went down to create some corridors and mix things up in general, no doubt Bossk would have to break away from Talonbane and that's what I was hoping for. As they anchored a corner Colonel Vessery went down with the intent of swooping back to Boba in order for them to negotiate around the asteroids before meeting in the centre somewhere.
The proton bomb reveals structural damage to Bossk.
In combat I decide against using my missiles again and switch to the primary weapon to finish off Talonbane Cobra but the dice betray my intent and I can't even land a single hit. I don't use my target lock thinking to hold onto it for the last missile and/or Colonel Vessery to add his firepower.
It took so long to get Colonel Vessery into the fold and actually shooting, I wasn't overly worried about committing him but rather I didn't need to whilst Boba was so actively engaged consistently doing damage every turn.
Whilst it would have been great to have all those evade tokens which would have mitigated probably 2 points of damage across the game I'm not sure this version of the list is the way forward. This game probably isn't a good example but the Imperial Boba just can't seem to rack up lots of damage onto the enemy. The last Palp/Vader/Juno build I ran I'm capable of throwing let's say between 7-10 red dice per turn (with the addition of two critical bonuses from Advance Targeting Computer) where this build that drops down to 6-8 dice per turn and even in the previous Vader/Boba build that drops to 5-9 depending on the use of prockets and the targeting computer again. Whilst it doesn't seem a great deal on paper I think that extra dice or two over the course of several turns simply equates to more dead ships.
Thanks for reading.